Contrary to what the player may think, the Lindwyrm is not in the Highlands of the Tchita Uplands, but is located in the Garden of Life's Circle area. The misunderstanding is due to Fermon saying Lindwyrm is in the highlands of the Tchita Uplands, but he doesn't mean the area itself, but is speaking of the topographical traits of the uplands.

The wyrm can be found when the weather is cloudy (no blue sky showing at all), but not when it is raining. If the weather is not cloudy or raining, the player must leave the Uplands completely and return to the zone. The easiest way to do this is zone between the Phon Coast and the Uplands until it's either cloudy or raining. If the weather is raining, the player can zone in and out of the area until the weather changes.

Lindwyrm, World-Destroyer, Dragon of Ruin... thus was this fell Creature called in a kingdom now lost in Antiquity. According to noted tale-teller Fermon, the People of this forgotten Land challenged the Wyrm countless times, sealing it at last within a holy Shrine at the Cost of many lives. It was Fermon who posted a Bill for this Mark to ascertain the truth of his Theories.

Once Lindwyrm loses about 50% of his health, it will cast Greater Barrier and Restore. This recasts Protect and Shell, as well as brings its health back up to 75% of his maximum.

Once it is back as 50% of its health, Lindwyrm will begin using Level 4 Break regularly, instead of Level 2 Sleep. It will not use Greater Barrier again, but will use Restore once it reaches 25% health. Lindwyrm will not use it again after that.

Once the wyrm is near death, its natural defenses will rise. The wyrm is more likely to chain attacks, and its Stone Breath increases in damage.

If the party flees a bit away from the wyrm, it will not pursue, even if it is still in sight.

Using the Nihopalaoa/Remedy strategy will make the battle with the Lindwyrm easier. The party can cast Dispel on it to take away Lindwyrm's positive buffs.

When the wyrm is near death it is a good time to cast Bravery and/or Faith, if the buffs aren't in use already. This may also be a good spot in the battle to unleash a Quickening chain to finish Lindwyrm off. A good alternative in this final stage is to put the wyrm to Sleep with Nihopalaoa/Alarm Clock and bring the characters with highest magick power to blast it with Aeroga, since magicks do not wake up sleeping enemies; it has to be quick though, since the wyrm will be asleep for a short time.

If the battle gets out of hand, the party can turn around and run a short distance away to heal and rebuff. Also, reflecting Lindwyrm's attacks can greatly lower its HP.

[view·edit·purge]Lindworm in British heraldry, is a technical term for a wingless bipedal dragon often with a venomous bite. In modern Scandinavian languages, the cognate lindorm can refer to any serpent or monstrous snake. The most recognisable of the lindorms in Norse myth is Jormungandr, or the Midgard Serpent. Generally, the word lindworm stood for the Latin word draco and thus could refer to any draconic creature.

[view·edit·purge]Wyrm is an alternative name for mythological European dragon. They appear mostly in Celtic and German mythology. They are depicted as flying, fire-breathing reptiles, with magical properties. The word wyrm is the original Germanic-based term for a serpent or dragon, draca being adopted from the Latin draco at an early time.

The bestiary entry says the dragon once destroyed a kingdom. In the Japanese version the name of the country is the exact name of the dragon—Lindwyrm. In Japanese, the word Lindwyrm is virtually identical to Lindblum, ("rindovurumu" versus "rindoburumu", where the "bu" and "vu" sounds are almost the same and used interchangeably in many instances). This may be an intended reference to the country of Lindblum in Final Fantasy IX, or at least play on words.